I'd really like to add this to my current mod soup mix, but I've several questions first. I apologize in advance for these questions, as part of my mind says I should already know the answers, and another part of my mind says I should be able to figure the answers out based upon the mod-supplied readmes and instructions. Unfortunately, the bigger part of my mind (and the one that would up having me disappear for a number of years) no longer is capable of doing these things.
I've already minorly borked up my mod installs somehow by incorporating the necessary tweaks for Hsie's or Stiebler's hardcode fixes. So far those foobars have been relatively minor, such as the repetitive blank radio transmissions, floating flak towers at Kiel, and mis-sized new buttons. HW3 is graciously spending some time looking into the flak tower one for me.
My bigger questions regarding the "SH4 effects (and more) for SH3" mod are:
- Is there a particular order, relative to the mods I already have, this should be activated via JSGME?
- What effects (positive or negative) should "SH4 effects (and more) for SH3" have (especially sound related; ex. SH3.sdl) regarding the current mod setup I have?
- I also have questions about the mod itself:
The mod has one main folder: RB_SH4_Effects_for_SH3_2_03. Usually for mods I import, then activate, it via JSGME. However, usually mods have the file architecture of "MOD NAME\DATA\xxx"; RB_SH4_Effects_for_SH3_2_03 does not. Instead, within the folder RB_SH4_Effects_for_SH3_2_03 are subfolders:
- for GWX 1_03,
- Live_AI_ships_sounds,
- Optional,
- Racerboy_SH4_Effects_for_SH3_2_03, and,
- tweakfile.
My understanding is that I won't need "for GWX 1_03" as I'm already running GWX (Gold) 3.0. I will (obviously) need to import the subfolder "Racerboy_SH4_Effects_for_SH3_2_03" and then activate it in order to run the mod itself. I won't need "Optional" (Torpedo_damage_Final) as I already have that as a mod on its own. However, I'm not at all sure what, if anything, I should, or need, to do with "Live_AI_ships_sounds".
There are also the text files:
- How do I know if I setup new sounds correctly,
- I want sound on a ship!,
- I want the starshell gun on a ship!, and,
- Racerboy's_SH4_Effects_for_SH3_2_03.
Racerboy's_SH4_Effects_for_SH3_2_03 is self-explanatory; its the readme regarding the mod itself. The other three
seem to be similar, but applicable only for those desiring to create new (or modify pre-existing) ships, etc.
Sorry for the lengthy missive, but my mind really isn't running at peak efficiency anymore, and I really could use all the help I can get.
Danke.
~Albrecht von Hesse
Currently enabled mod list:
GWX 3 Wilhemshafen,St Naz,Schluese and xtra ships V7
LifeBoats&Debris_v4
Wac Animated Sub Pens interior start for GWX
GWX - 16km Atmosphere
GWX - Integrated Orders
GWX - No Medals on Crew
GWX - Enhanced Damage Effects
FM30_UpDown_final
New Uboat Guns 1.2
Waterstream+Exhaust Combi V2.3 for GWX3
Tikigod's - Engine Order Telegraph (German)
Torpedo damage Final ver2.0
torpedo trail and wake fix
Das Realistic Food
Real Depth Charge
hydrophone depth charge
SH3-Fix_SN_2_Stock
Fix_UZO_R_stock
GWX Gold restricted Bino Mod
Q Ship mod GWX3.0
GWX3.0 Additional_Ammo
Searchlights_Removed
KJF_Moon_v1.1
KB's Diesel Sound Mod
Aces' Combined SH3.SDL Files v2
TorpedoTubesFfireFinal vGW
Urfischs_ModStrike_Beta1
Merchant_Fleet_Mod_3.2
Air Torpedo_mod_v2.0
O2-Gauges v2
Supplement to V16B1 (JSGME)
Stiebler4B_Addon_for_V16B1
SH-5 Water for GWX 3.0 V0.9 Atlantic campaign (default)